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Thoughts Mind Flayers on Impossible


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#1 jaegar

jaegar
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Posted 10 November 2004 - 10:13 AM

My current group is a Kensai/Thief, Jaheira, Vicky, Aerie, Tashia, Imoen. I've played on Impossible for this current game, and really had fun for the most part of the game. Even the shadow thief encounter right after being thrown into Bodhi's gauntlet and losing of my equipment was doable with the right tactics. That portion of the game simply gives me a new respect for those summoned weapons (hammer of faith etc).

Then I was in the illithid city. It was nuts. Almost nuttier than I can stomach. Let's take a look of one of the illithid innate ability.

Ballistic Attack
Instant activation
12d6 Crushing Dmg (12-72 dmg, 42 average on Core difficulty)
Bypass MR
No school, spell level

For people playing on impossible, the average dmg rises up to 84. The only person who has that many HP in my party is my kensai/thief, everyone else just gets chunked as I reach for the reload button.

The problem is not the insanely high damage, or the seemingly carefree way the mind flayers use it every few rounds. The problem is there is no way to counter the mind flayer innate abilities. It is instant, so no trying to interrupt. It is innate ability, so they can happily use it while you're improved invis. It doesnt count as psionics, Chaotic Commands cant help you here. It has no school or spell level, so no spell turning/spell immunity works. There's no spell that protects against crushing dmg (except possibly Storm Shell, druid spell, i'll have to check on that), so you're entitled to all 12d6 of dmg (24d6 on Impossible)

Other mindflayer abilities have ways to be countered

Project force (throws you away and put you to sleep) - insanely annoying when it throws you through doors to the furthest end of the dungeon, tho for some reason sleep effect can be dispeled.

Ego whip (has a save, thank god) - the hold effect can be countered with free action.

Detonate (6d6 instant area effect magic dmg) - Because it is magic, it can be countered with Protection from magic energy.

Psionic Blast (stun, no save or MR) - countered with Free action.

The 5th level cleric spells, Chaotic commands, which is supposed to protect you against psionics doesnt really do its job against the above mentioned innates. Perhaps the best solution is to make each ability has a save, albeit at a high penalty. A 24d6 dmg with the posibility of half dmg at -10 save vs spells is heck more tolerable than instant chunks heh. It's the spirit of BG2 (if not DnD) I think, every attacks, tactics etc has a counter.

Edited by jaegar, 10 November 2004 - 10:17 AM.